ppsspp/GPU/GLES/GPU_GLES.h
Henrik Rydgård 05b6bbdc56 Add a trivial profiling tool to the OpenGL backend - meaasure the time it takes to run a frame of commands.
Accessed from the in-game dev menu just like the Vulkan frame profiler.

With this we can easily see that actually submitting the GL commands is often the bottleneck on old
devices like a Galaxy S3.
2023-05-17 14:38:11 +02:00

72 lines
2.0 KiB
C++

// Copyright (c) 2012- PPSSPP Project.
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU General Public License as published by
// the Free Software Foundation, version 2.0 or later versions.
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU General Public License 2.0 for more details.
// A copy of the GPL 2.0 should have been included with the program.
// If not, see http://www.gnu.org/licenses/
// Official git repository and contact information can be found at
// https://github.com/hrydgard/ppsspp and http://www.ppsspp.org/.
#pragma once
#include <string>
#include <vector>
#include "Common/File/Path.h"
#include "GPU/GPUCommonHW.h"
#include "GPU/Common/TextureShaderCommon.h"
#include "GPU/GLES/FramebufferManagerGLES.h"
#include "GPU/GLES/DrawEngineGLES.h"
#include "GPU/GLES/FragmentTestCacheGLES.h"
class ShaderManagerGLES;
class TextureCacheGLES;
class LinkedShader;
class GPU_GLES : public GPUCommonHW {
public:
GPU_GLES(GraphicsContext *gfxCtx, Draw::DrawContext *draw);
~GPU_GLES();
// This gets called on startup and when we get back from settings.
u32 CheckGPUFeatures() const override;
bool IsReady() override;
void CancelReady() override;
void GetStats(char *buffer, size_t bufsize) override;
void DeviceLost() override; // Only happens on Android. Drop all textures and shaders.
void DeviceRestore(Draw::DrawContext *draw) override;
void BeginHostFrame() override;
void EndHostFrame() override;
std::string GetGpuProfileString() override;
protected:
void FinishDeferred() override;
private:
void BuildReportingInfo() override;
void BeginFrame() override;
FramebufferManagerGLES *framebufferManagerGL_;
TextureCacheGLES *textureCacheGL_;
DrawEngineGLES drawEngine_;
FragmentTestCacheGLES fragmentTestCache_;
ShaderManagerGLES *shaderManagerGL_;
Path shaderCachePath_;
};